Learning and Memory Flashcards

1
Q

Learning:

A

A relatively permanent change in behaviour that is cause by experience. Our own experience (direct) others experience (vicarious). It is an ongoing process.

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2
Q

Classical Conditioning

A

It occurs when a stimulus that elicits a response is paired with another stimulus that initially does not elicit a response on its own.

Over time, this second stimulus causes a similar response.

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3
Q

Learning = responses to external events

A

“Black box”

Observable behaviour

Classical conditioning and
instrumental conditioning

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4
Q

Instrumental Conditioning

operant conditioning

A

The individual learns to perform behaviours that produce positive outcomes and to avoid those that yield negative outcomes.

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5
Q

Instrumental Learning

A

Positive reinforcement (reward)

Negative reinforcement (avoid negative outcome)

Punishment (response followed by unpleasant events)

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6
Q

Reinforcement Schedule

A

The set of rules by which appropriate reinforcements are given for a behaviour.

Fixed-interval
Variable-interval
Fixed-ratio
Variable-ratio

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7
Q

Observational Learning

A

We watch others and note reinforcements they receive for behaviours

Vicarious learning

Socially desirable models/celebrities who use or do not use their products

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8
Q

Modelling:

A

Imitating others’ behaviour (celebrities/athletes)

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9
Q

Memory:

A

Acquiring information and storing it over time so that it will be available when needed

Information-processing approach

Mind = computer and data = input/output

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10
Q

Products as Memory Makers

A

Furniture, visual art and photos call forth memories of the past

Autobiographical memories

Power of nostalgia

Retro brands

a sentimental yearning for the happinessof a former place or time

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11
Q

Power of nostalgia

A

In the past, things are simpler, and we are younger!

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12
Q

Retro brands

A

Retro brand (an updated version of a brand from a prior historical period).

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13
Q

Stimulus generalization

A

similar stimuli evoke similar responses

Tendency of stimuli similar to a conditioned stimulus (sugar pills resemble real pills) to evoke similar, conditioned responses.

Family branding
Product line extensions
Licensing
Look-alike packaging

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14
Q

Stimulus Discrimination

A

similar stimuli do not evoke similar responses

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